This library will allow you to simulate a 3D sound. It will have most of the features of a 3D sound, except for cones and velocity. Most of these are guesstimates, but when I compared it to the regular 3D sounds, they were very similar.

I don't have a 100% concrete grasp on what each field does, so if you have more insight on it, feel free to share. I interpreted it from a lot of testing, but even then there are still a few things I can't account for.

Anyway, why have this system? (1) 3D sounds are incredibly annoying. As far as I can tell, mp3's and 2-channel sounds don't work as them. This will allow you to use it as a regular sound, so you won't have to worry about any of that. (2) If you have a 3D sound, you cannot use SetSoundPlayPosition(...). If your sound is not 3D, you cannot have 3D features (obviously). This system will serve as a compromise, having the sound as non-3D and emulating the features of 3D sounds to get the best aspects of both sides.

I added a test map. Although, I didn't really know what to explain. The test map is really hastily-made though, nothing fancy. You can play the sound, then you can move your camera away and watch the system work its magic. That is about it.

Min Distance - The sound level at the minimum distance that the sound can be heard.Max Distance - The sound level at the maximum distance that the sound can be heard.Distance Cutoff - The distance at which the sound will begin to fade out.

I found it in the readme for the sound editor. Oops. Anyway, I may update this eventually to mimic it more accurately now that I know the proper definitions, but for now this system should come pretty close (or at least, it should be able to offer similar behavior).

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